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Fix scaling post-shaders on OpenGL. See #9742
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@@ -1022,6 +1022,7 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
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}*/
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} else {
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draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
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draw_->BindFramebufferAsTexture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0);
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draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
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// We are doing the DrawActiveTexture call directly to the backbuffer here. Hence, we must
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// flip V.
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@@ -197,10 +197,6 @@ void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, boo
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//}
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}
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void FramebufferManagerVulkan::DoNotifyDraw() {
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}
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void FramebufferManagerVulkan::UpdatePostShaderUniforms(int bufferWidth, int bufferHeight, int renderWidth, int renderHeight) {
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float u_delta = 1.0f / renderWidth;
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float v_delta = 1.0f / renderHeight;
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@@ -106,17 +106,9 @@ public:
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virtual void RebindFramebuffer() override;
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VkImageView BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags);
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// VulkanFBO *GetTempFBO(u16 w, u16 h, VulkanFBOColorDepth depth = VK_FBO_8888);
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// Pass management
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// void BeginPassClear()
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// If within a render pass, this will just issue a regular clear. If beginning a new render pass,
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// do that.
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void NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth);
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void NotifyDraw() {
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DoNotifyDraw();
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}
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protected:
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void Bind2DShader() override;
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